About Apollyanna Lapin Sukino
Apollyanna Lapin Sukino of Oppara is at age 16 a Senior squire (3rd class) in service of the Eternal Maiden, Shelyn. When she's not training she enjoys goofing off with her friends, eating junk food, and reading trashy picture novels about fictional knights and paladins. While Apollyanna possesses many qualities unbecoming a paladin (she is lazy, clumsy, flighty, gluttonous, and often apathetic), but her heart and soul are pure, and her loyalty to her friends is unshakable.
Apollyanna stands 5'4" tall has chestnut-colored hair, blue eyes and a lanky physique she has not yet grown into, making her seem at times awkward.
Before rushing in to smite a foe Apollyanna often stops to make a small inspiring speech. The following are the most common.
"I am the Pretty Knight in Mail, Guardian of Love and Justice, Apollyanna Sukino! In the name of the Eternal Maiden, I will punish you!" ~Apollyanna Sukino
"I am Apollyanna Sukino, champion of justice! On behalf of the Eternal Maiden, I will right wrongs and triumph over evil, and that means you!" ~Apollyanna Sukino
"I am Apollyanna Sukino! I stand for love. And I also stand for justice. And in the name of the Eternal Maiden, I will punish you!" ~Apollyanna Sukino
Apollyanna Sukino -CORE-
Player Great Green God
Character Apollyanna Lapin Sukino
PFS # 139009-40
Faction Silver Crusade
Day Job N/A
Melodies of Inner Beauty is the holy text of the church of Shelyn. It contains the history of the goddess, including her family, though drawing a veil over the nastier elements about Zon-Kuthon. It tells stories about Shelyn and discusses her church's dogma. Music is used throughout as many of the tales are set as songs and hymns. Other artistic ways of interpreting the words are also utilized, such as dance and poetry. Other divinely inspired works also exist, some going into more detail about Dou-Bral and Zon-Kuthon.
Image Andoran Cavalier
You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain the following abilities for the duration of the scenario. Alternatively, as long as you have a copy of Pathfinder RPG Mythic Adventures, you may apply 3 mythic tiers to your character when playing that scenario; all character options in Chapters 1, 2, and 3 are legal for play, as are the character options in Pathfinder Player Companion: Mythic Origins.
Mythic You are considered a mythic creature, which may affect how some spells and abilities affect you.
Ability Score Increase an ability score of your choice by 2.
Exceptional Deeds You gain two special abilities from the Mythic Power 2 Chronicle sheet see below.
Hit Points You gain 12 hit points.
Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when you fall below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have nine uses of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Amazing Initiative (Ex) You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Recuperation (Ex) You are restored to full hit points after 8 hours of rest as long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Exceptional Deeds You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sanctum of the Sages, you gain two of the following abilities for the duration of the scenario so long as you have the Exceptional Deeds ability from the Mythic Power 1 Chronicle sheet.
Absorb Blow As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 points (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Beast’s Fury As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.
Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding 3 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Legendary Magic As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Rally As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Surprise Strike As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add 3 to the attack roll. Damage from this attack bypasses damage reduction.
Use the following when channeling positive energy against undead with certain gnome clerics:
"Now together, Leena! RAINBOW DOUBLE MOON HEARTACHE!!"
[dice=Channel positive energy v undead (Will DC 16)]3d6[/dice]